Enable Finisher Ragdolls
Allows NPCs to have collisions and ragdoll behaviour when killed with finishers, instead of behaving like statically-animated enemies from a shooter in 1999.
There’s a check in the base game’s code to disable ragdoll-ing (and collisions) for NPCs killed by finishers.
This small redscript mod disables that check for an NPC being in a finisher workspot in the `CanRagdoll` function.
i.e.; Enemy bodies will now ragdoll when killed by finishers. That’s it. That’s all it does.
I’m sure CDPR had good reason for this, such as preventing world-collisions from interrupting finisher animations and the like; but I hate that the result of it is enemy bodies looking like something from a 1999 shooter, turning into stiff models and clipping through world objects or floating in the air like a Doom sprite – Especially when using my [Stealth Finishers] mod.
Using this mod may cause bugs, oddities or glitches. Use it at your own risk.
Again, I’m sure CDPR had good reason for doing it the way they did – I just don’t like the result.
CP2077’s handling of ragdolls is honestly still janky with or without this; and this mod only affects enemies killed by finishers (or stealth ‘takedown’ finishers in my other mod linked above).
Configuration
♦ None
Known Issues
♦ Some finishers don’t ‘release’ the body from their animation early enough, so bodies will still clip into world objects before the ragdoll physics kick in. Not easily fixed.
Requirements
♦ Cyberpunk 2077 v2.0
♦ redscript (latest version) ( https://www.cyberpunk2077mod.com/redscript-2/ )
♦ red4ext (latest version) ( https://www.cyberpunk2077mod.com/red4ext/ )
Installation
♦ Install manually by extracting the r6 folder to your CP2077 main folder. (Drag and drop from the .zip)
♦ Vortex installation is not supported. It might work, it might not. I don’t use Vortex myself and can’t help you with it.
Compatibility & Technical details
The following redscript methods are replaced:
♦ ScriptedPuppet.CanRagdoll()